Search Results

Search found 9031 results on 362 pages for 'permanent position'.

Page 225/362 | < Previous Page | 221 222 223 224 225 226 227 228 229 230 231 232  | Next Page >

  • Meaning of offset in pygame Mask.overlap methods

    - by Alan
    I have a situation in which two rectangles collide, and I have to detect how much did they collide so so I can redraw the objects in a way that they are only touching each others edges. It's a situation in which a moving ball should hit a completely unmovable wall and instantly stop moving. Since the ball sometimes moves multiple pixels per screen refresh, it it possible that it enters the wall with more that half its surface when the collision is detected, in which case i want to shift it position back to the point where it only touches the edges of the wall. Here is the conceptual image it: I decided to implement this with masks, and thought that i could supply the masks of both objects (wall and ball) and get the surface (as a square) of their intersection. However, there is also the offset parameter which i don't understand. Here are the docs for the method: Mask.overlap Returns the point of intersection if the masks overlap with the given offset - or None if it does not overlap. Mask.overlap(othermask, offset) -> x,y The overlap tests uses the following offsets (which may be negative): +----+----------.. |A | yoffset | +-+----------.. +--|B |xoffset | | : :

    Read the article

  • What is a Data Warehouse?

    Typically Data Warehouses are considered to be non-volatile in comparison to traditional databasesdue to the fact that data within the warehouse does not change that often.  In addition, Data Warehouses typically represent data through the use of Multidimensional Conceptual Views that allow data to be extracted based on the view and the current position within the view. Common Data Warehouse Traits Relatively Non-volatile Data Supports Data Extraction and Analysis Optimized for Data Retrieval and Analysis Multidimensional Views of Data Flexible Reporting Multi User Support Generic Dimensionality Transparent Accessible Unlimited Dimensions of Data Unlimited Aggregation levels of Data Normally, Data Warehouses are much larger then there traditional database counterparts due to the fact that they store the basis data along with derived data via Multidimensional Conceptual Views. As companies store larger and larger amounts of data, they will need a way to effectively and accurately extract analysis information that can be used to aide in formulating current and future business decisions. This process can be done currently through data mining within a Data Warehouse. Data Warehouses provide access to data derived through complex analysis, knowledge discovery and decision making. Secondly, they support the demands for high performance in regards to analyzing an organization’s existing and current data. Data Warehouses provide support for an organization’s data and acquired business knowledge.  Within a Data Warehouse multiple types of operations/sub systems are supported. Common Data Warehouse Sub Systems Online Analytical Processing (OLAP) Decision –Support Systems (DSS) Online Transaction Processing (OLTP)

    Read the article

  • How to limit click'n'drag movement to an area?

    - by Vexille
    I apologize for the somewhat generic title. I'm really don't have much clue about how to accomplish what I'm trying to do, which is making it harder even to research a possible solution. I'm trying to implement a path marker of sorts (maybe there's a most suitable name for it, but this is the best I could come up with). In front of the player there will be a path marker, which will determine how the player will move once he finishes planning his turn. The player may click and drag the marker to the position they choose, but the marker can only be moved within a defined working area (the gray bit). So I'm now stuck with two problems: First of all, how exactly should I define that workable area? I can imagine maybe two vectors that have the player as a starting point to form the workable angle, and maybe those two arcs could come from circles that have their center where the player is, but I definetly don't know how to put this all together. And secondly, after I've defined the area where the marker can be placed, how can I enforce that the marker should only stay within that area? For example, if the player clicks and drags the marker around, it may move freely within the working area, but must not leave the boundaries of the area. So for example, if the player starts dragging the marker upwards, it will move upwards until it hits he end of the working area (first diagram below), but if after that the player starts dragging sideways, the marker must follow the drag while still within the area (second diagram below). I hope this wasn't all too confusing. Thanks, guys.

    Read the article

  • Is there any simple game that involves psychological factors?

    - by Roman
    I need to find a simple game in which several people need to interact with each other. The game should be simple for an analysis (it should be simple to describe what happens in the game, what players did). Because of the last reason, the video games are not appropriate for my purposes. I am thinking of a simple, schematic, strategic game where people can make a limited set of simple moves. Moreover, the moves of the game should be conditioned not only by a pure logic (like in chess or go). The behavior in the game should depend on psychological factors, on relations between people. In more details, I think it should be a cooperation game where people make their decisions based on mutual trust. It would be nice if players can express punishment and forgiveness in the game. Does anybody knows a game that is close to what I have described above? ADDED I need to add that I need a game where actions of players are simple and easy to formalize. Because of that I cannot use verbal games (where communication between players is important). By simple actions I understand, for example, moves on the board from one position to another one, or passing chips from one player to another one and so on.

    Read the article

  • Finding direction of travel in a world with wrapped edges

    - by crazy
    I need to find the shortest distance direction from one point in my 2D world to another point where the edges are wrapped (like asteroids etc). I know how to find the shortest distance but am struggling to find which direction it's in. The shortest distance is given by: int rows = MapY; int cols = MapX; int d1 = abs(S.Y - T.Y); int d2 = abs(S.X - T.X); int dr = min(d1, rows-d1); int dc = min(d2, cols-d2); double dist = sqrt((double)(dr*dr + dc*dc)); Example of the world : : T : :--------------:--------- : : : S : : : : : : T : : : :--------------: In the diagram the edges are shown with : and -. I've shown a wrapped repeat of the world at the top right too. I want to find the direction in degrees from S to T. So the shortest distance is to the top right repeat of T. but how do I calculate the direction in degreed from S to the repeated T in the top right? I know the positions of both S and T but I suppose I need to find the position of the repeated T however there more than 1. The worlds coordinates system starts at 0,0 at the top left and 0 degrees for the direction could start at West. It seems like this shouldn’t be too hard but I haven’t been able to work out a solution. I hope somone can help? Any websites would be appreciated.

    Read the article

  • Client side latency when using prediction

    - by Tips48
    I've implemented Client-Side prediction into my game, where when input is received by the client, it first sends it to the server and then acts upon it just as the server will, to reduce the appearance of lag. The problem is, the server is authoritative, so when the server sends back the position of the Entity to the client, it undo's the effect of the interpolation and creates a rubber-banding effect. For example: Client sends input to server - Client reacts on input - Server receives and reacts on input - Server sends back response - Client reaction is undone due to latency between server and client To solve this, I've decided to store the game state and input every tick in the client, and then when I receive a packet from the server, get the game state from when the packet was sent and simulate the game up to the current point. My questions: Won't this cause lag? If I'm receiving 20/30 EntityPositionPackets a second, that means I have to run 20-30 simulations of the game state. How do I sync the client and server tick? Currently, I'm sending the milli-second the packet was sent by the server, but I think it's adding too much complexity instead of just sending the tick. The problem with converting it to sending the tick is that I have no guarantee that the client and server are ticking at the same rate, for example if the client is an old-end PC.

    Read the article

  • How do I get a Laserjet M1212nf MFP working?

    - by Leandro
    I am trying to install a multifunctional printer Laserjet M1212nf MFP on Ubuntu 12.04. I downloaded and install the hplip indicated by the official web site. At the end of the installation I chose reboot the whole system and next I call hp-setup in the terminal (as normal user and then as root). After select in the dialog box my printer I got the following error: Searching... (bus=usb, search=(None), desc=0)<br> /Traceback (most recent call last):<br> File "/usr/share/hplip/ui4/setupdialog.py", line 1255, in NextButton_clicked<br> self.showAddPrinterPage()<br> File "/usr/share/hplip/ui4/setupdialog.py", line 690, in showAddPrinterPage<br> self.readwriteFaxInformation()<br> File "/usr/share/hplip/ui4/setupdialog.py", line 1079, in readwriteFaxInformation<br> self.fax_name_company = unicode(d.getStationName())<br> UnicodeDecodeError: 'ascii' codec can't decode byte 0xc3 in position 20: ordinal not in range(128) I think at this stage the plugin should be downloaded, but it is not working. Any suggestion on how to solve this problem ? Edition: After running hp-toolbox I got the following error message : Unable to communicate with device (code=12): hp:/usb /HP_LaserJet_Professional_M1212nf_MFP?serial=000000000ST10HPQSI1c

    Read the article

  • Woman Is the World's First Computer Programmer? [closed]

    - by Sveta Bondarenko
    This week, on 10th December, we celebrate the 197th birth anniversary of Ada Lovelace, often considered as the world's first computer programmer. Ada became famous not only as a daughter of romantic poet Lord Byron but also as an outstanding 19th century mathematician. Her works on analytical engine are recognized as the first algorithm intended to be processed by a machine. Women always played a crucial role in the computer science evolution, but unfortunately, they are considered to be not so good at programming and engineering as men. Even though the fair sex makes up a growing portion of computer and Internet users, there is still a large gender gap in the field of Computer Science. But all is not lost! According to the study women's enrollment in the computer science raised from 7 percent in 1995 to 42 percent in 2000. And it is still increasing. Soon women will take a well-deserved position among the world's top computer programmers. After all, a number of notable female computer pioneers such as Ada Lovelace, Grace Hopper, and Anita Borg have proven that women make great computer scientists. But will women make great contributions to the modern technologies industry? Or successful and famous female computer programmer is just a pipe dream?

    Read the article

  • Animating DOM elements vs refreshing a single Canvas

    - by mgibsonbr
    A few years ago, when the HTML Canvas element was still kinda fresh, I wrote a small game in a rather "unusual" way: each game element had its own canvas, and frequently animated elements even had multiple canvases, one for each animation sprite. This way, the translation would be done by manipulating the DOM position of the canvases, while the sprite animation would consist of altering the visibility of the already drawn canvases. (z-indexes, of course, were the tricky part) It worked like a charm: even in IE6 with excanvas it showed a decent performance, and everything was rather consistent between browsers, including some smartphones. Now I'm thinking in writing a larger game engine in the same fashion, so I'm wondering whether it would be a good idea to do so in the current context (with all the advances in browsers and so on). I know I'm trading memory for time, so this needs to be customizable (even at runtime) for each machine the game will be running. But I believe using separate canvases would also help to avoid the game "freezing" on CPU spikes, since the translation would still happen even if the redraws lag for a while. Besides, the browsers' rendering engines are already optimized in may ways, so I'm guessing this scheme would also reduce the load on the CPU (in contrast to doing everything in JavaScript - specially the less optimized ones). It looks good in my head, but I'd like to hear the opinion of more experienced people before proceeding further. Is there any known drawback of doing this? I'm particulartly unexperienced in dealing with the GPU, so I wonder whether this "trick" would nullify any benefit of using a single, big canvas. Or maybe on modern devices it's overkill (though I'm skeptic about the claims that canvas+js - especially WebGL - will ever be a good alternative to native code). Any thoughts?

    Read the article

  • How to Manage Technical Employees

    - by Ajarn Mark Caldwell
    In my current position as Software Engineering Manager I have been through a lot of ups and downs with staffing, ranging from laying-off everyone who was on my team as we went through the great economic downturn in 2007-2008, to numerous rounds of interviewing and hiring contractors, full-time employees, and converting some contractors to employee status.  I have not yet blogged much about my experiences, but I plan to do that more in the next few months.  But before I do that, let me point you to a great article that somebody else wrote on The Unspoken Truth About Managing Geeks that really hits the target.  If you are a non-technical person who manages technical employees, you definitely have to read that article.  And if you are a technical person who has been promoted into management, this article can really help you do your job and communicate up the line of command about your team.  When you move into management with all the new and different demands put on you, it is easy to forget how things work in the tech subculture, and to lose touch with your team.  This article will help you remember what’s going on behind the scenes and perhaps explain why people who used to get along great no longer are, or why things seem to have changed since your promotion. I have to give credit to Andy Leonard (blog | twitter) for helping me find that article.  I have been reading his series of ramble-rants on managing tech teams, and the above article is linked in the first rant in the series, entitled Goodwill, Negative and Positive.  I have read a handful of his entries in this series and so far I pretty much agree with everything he has said, so of course I would encourage you to read through that series, too.

    Read the article

  • What are the best Microsoft Certifications to start with?

    - by emragins
    Background I have a bachelors in math and a certification. in C++ from 2007. Since then I've spent a lot of time working with python, C#, and started going through the ASP.NET certification materials. I'm starting to realize that the certification is going to take longer than anticipated and I'm not sure I want to spend the next 4-5 months studying before I have it completed. Most of resume shows teaching/tutoring experience with some low-level administration thrown in. Question If I want to get any programming position, which certifications would be best to start with? What would be the quickest and easiest to obtain, yet represent value for my employer? Are certifications even the way to go? If not, what would you suggest? Update I have several programs that I show off when I can (mostly games), and I'm about 75% through a C# application I hope to have done in the next week. Since most employers simply ask for a resume and not samples, what would be the best way to present the work to them?

    Read the article

  • Integration error in high velocity

    - by Elektito
    I've implemented a simple simulation of two planets (simple 2D disks really) in which the only force is gravity and there is also collision detection/response (collisions are completely elastic). I can launch one planet into orbit of the other just fine. The collision detection code though does not work so well. I noticed that when one planet hits the other in a free fall it speeds backward and goes much higher than its original position. Some poking around convinced me that the simplistic Euler integration is causing the error. Consider this case. One object has a mass of 1kg and the other has a mass equal to earth. Say the object is 10 meters above ground. Assume that our dt (delta t) is 1 second. The object goes to the height of 9 meters at the end of the first iteration, 7 at the end of the second, 4 at the end of the third and 0 at the end of the fourth iteration. At this points it hits the ground and bounces back with the speed of 10 meters per second. The problem is with dt=1, on the first iteration it bounces back to a height of 10. It takes several more steps to make the object change its course. So my question is, what integration method can I use which fixes this problem. Should I split dt to smaller pieces when velocity is high? Or should I use another method altogether? What method do you suggest? EDIT: You can see the source code here at github:https://github.com/elektito/diskworld/

    Read the article

  • Common way of animating 'motion' for walk cycle animations

    - by Ben Hymers
    I've just posted this at the Blender artists' forums before realising I would probably get a better response from a more game development-specific audience, so apologies for cross-posting! It's for the right reasons :) I'm a programmer trying to animate a character walking for a game project, using Ogre. I've made a very simple walk cycle in Blender and exported it to Ogre, and it plays just fine. By fine, I mean it works, but there's terrible foot sliding. This is because I just animated the walk in-place (at the origin) in Blender, and of course I don't know what "speed of walk" that corresponds to, so when I move the character in-game the motion doesn't necessarily match up with the movement of the feet in the animation. So my question is: what's the normal approach for this kind of thing? At work we use Maya, and the animators either animate a special 'moveTrans' node that represents the "position" of the character (or have the exporter generate it for them from the movement of the root node), then the game can read this to know how fast the animation moves the character. So in the Maya file, the character will walk forward for one cycle and this extra node will follow along with them by their feet. I've not seen anything like this in open-source land, and there's certainly no provision for that in the Ogre Exporter script. What do you chaps normally do for this?

    Read the article

  • Can anyone explain step-by-step how the as3isolib depth-sorts isometric objects?

    - by Rob Evans
    The library manages to depth-sort correctly, even when using items of non-1x1 sizes. I took a look through the code but it's a big project to go through line by line! There are some questions about the process such as: How are the x, y, z values of each object defined? Are they the center points of the objects or something else? I noticed that the IBounds defines the bounds of the object. If you were to visualise a cuboid of 40, 40, 90 in size, where would each of the IBounds metrics be? I would like to know how as3isolib achieves this although I would also be happy with a generalised pseudo-code version. At present I have a system that works 90% of the time but in cases of objects that are along the same horizontal line, the depth is calculated as the same value. The depth calculation currently works like this: x = object horizontal center point y = object vertical center point originX and Y = the origin point relative to the object so if you want the origin to be the center, the value would be originX = 0.5, originY = 0.5. If you wanted the origin to be vertical center, horizontal far right of the object it would be originX = 1.0, originY = 0.5. The origin adjusts the position that the object is transformed from. AABB_width = The bounding box width. AABB_height = The bounding box height. depth = x + (AABB_width * originX) + y + (AABB_height * originY) - z; This generates the same depth for all objects along the same horizontal x.

    Read the article

  • Mouse click events are delayed when moving the cursor in xubuntu 12.04

    - by bobbaluba
    I am trying out live xubuntu on my samsung n150 (netbook, similar to eeepc). So far everything seems perfect, except for this one thing. When I am clicking the mouse while moving the cursour, the click event is delayed. This is extremely annoying when i try to to move windows, because i end up clicking the window behind the window i am trying to move and thereby changing focus. This goes for all applications. I.e selecting text is difficult. There is no lag in the cursor movement, just the click event. The click event is registered with the new mouse position, not the one when the mouse was clicked. I tried searching for the problem, but all the other cases where either kind of different, or had no solution. EDIT: After testing some more, here are some more information. The click doesn't occur until i stop moving the cursor. If I move the cursor smoothly around, the click never gets through. I have ubuntu netbook remix 10.04 installed, and have no problems with the mouse there. EDIT2: Once I connected a usb-mouse, the problem dissappeared. Dragging now works perfectly with both the track pad and the usb mouse. I will update once I have installed xubuntu and figured out if this is a persistant problem. EDIT3: I have installed, and the problem is still there. It dissappears when I have a second mouse connected however, and after I resume from suspend. My solution for now, is just to keep the dongle connected all the time.

    Read the article

  • Using unordered_multimap as entity and component storage

    - by natebot13
    The Setup I've made a few games (more like animations) using the Object Oriented method with base classes for objects that extend them, and objects that extend those, and found I couldn't wrap my head around expanding that system to larger game ideas. So I did some research and discovered the Entity-Component system of designing games. I really like the idea, and thoroughly understood the usefulness of it after reading Byte54's perfect answer here: Role of systems in entity systems architecture. With that said, I have decided to create my current game idea using the described Entity-Component system. Having basic knowledge of C++, and SFML, I would like to implement the backbone of this entity component system using an unordered_multimap without classes for the entities themselves. Here's the idea: An unordered_mulitmap stores entity IDs as the lookup term, while the value is an inherited Component object. Examlpe: ____________________________ |ID |Component | ---------------------------- |0 |Movable | |0 |Accelable | |0 |Renderable | |1 |Movable | |1 |Renderable | |2 |Renderable | ---------------------------- So, according to this map of objects, the entity with ID 0 has three components: Movable, Accelable, and Renderable. These component objects store the entity specific data, such as the location, the acceleration, and render flags. The entity is simply and ID, with the components attached to that ID describing its attributes. Problem I want to store the component objects within the map, allowing the map have full ownership of the components. The problem I'm having, is I don't quite understand enough about pointers, shared pointers, and references in order to get that set up. How can I go about initializing these components, with their various member variables, within the unordered_multimap? Can the base component class take on the member variables of its child classes, when defining the map as unordered_multimap<int, component>? Requirements I need a system to be able to grab an entity, with all of its' attached components, and access members from the components in order to do the necessary calculations and reassignments for position, velocity, etc. Need a clarification? Post a comment with your concerns and I will gladly edit or comment back! Thanks in advance! natebot13

    Read the article

  • Biggest mistake you've ever made

    - by Rogue Coder
    Similar to the question I read on Server Fault, what is the biggest mistake you've ever made in an IT related position. Some examples from friends: I needed to do some work on a production site so I decided to copy over the live database to the beta site. Pretty standard, but when I went to the beta site it was still pulling out-of-date info. OOPS! I had copied the beta database over to the live site! Thank god for backups. And for me, I created a form for an event that was to be held during a specific time range. Participants would fill out the form for a chance to win, and we would send the event organizers a CSV from the database. I went into the database, and found ONLY 1 ENTRY, MINE. Upon investigating, it appears as though I forgot an auto increment key, and because of the server setup there was no way to recover the lost data. I am aware this question is similar to ones on Stack Overflow but the ones I found seemed to receive generic answers instead of actual stories :) What is the biggest coding error/mistake ever…

    Read the article

  • Painting with pixel shaders

    - by Gustavo Maciel
    I have an almost full understanding of how 2D Lighting works, saw this post and was tempted to try implementing this in HLSL. I planned to paint each of the layers with shaders, and then, combine them just drawing one on top of another, or just pass the 3 textures to the shader and getting a better way to combine them. Working almost as planned, but I got a little question in the matter. I'm drawing each layer this way: GraphicsDevice.SetRenderTarget(lighting); GraphicsDevice.Clear(Color.Transparent); //... Setup shader SpriteBatch.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend, SamplerState.LinearClamp, DepthStencilState.None, RasterizerState.CullNone, lightingShader); SpriteBatch.Draw(texture, fullscreen, Color.White); SpriteBatch.End(); GraphicsDevice.SetRenderTarget(darkMask); GraphicsDevice.Clear(Color.Transparent); //... Setup shader SpriteBatch.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend, SamplerState.LinearClamp, DepthStencilState.None, RasterizerState.CullNone, darkMaskShader); SpriteBatch.Draw(texture, fullscreen, Color.White); SpriteBatch.End(); Where lightingShader and darkMaskShader are shaders that, with parameters (view and proj matrices, light pos, color and range, etc) generate a texture meant to be that layer. It works fine, but I'm not sure if drawing a transparent quad on top of a transparent render target is the best way of doing it. Because I actually just need the position and params. Concluding: Can I paint a texture with shaders without having to clear it and then draw a transparent texture on top of it?

    Read the article

  • Dev Lead Job opening on my team

    My product unit (Parallel Developer Tools) is hiring a developer lead here in Redmond. This position is specifically on the debugger feature team that I "Program Manage".So, if you have what it takes and don't mind working with me every single day, click on the link below to read more and apply. You can also send me your resume and I'll make sure it gets to the right place and that you get a prompt response.There is a very long job description on the Microsoft careers site under job id 707388.Here is an excerpt from the middle (emphasis mine):"...We are in search of a talented and innovative senior lead software design engineer to own development of the debugging tools for data parallelism (including GP-GPU) and HPC Clusters being built by our team.To be successful, you need to be able to guide careers, design and architect well, communicate and share the best development practices, collaborate with your peers, contribute to the vision, and code significant portions of the solution. We want to hear from you if you're passionate about making your mark in the parallel development space, improving people, and building world-class tools."Responsibilities include:Managing a team of senior and junior developersDesign and coding high-quality software..."For the full background story, requirements, qualifications and responsibilities please visit the official page. Comments about this post welcome at the original blog.

    Read the article

  • how to make HLSL effect just for lighning without texture mapping?

    - by naprox
    I'm new to XNA, i created an effect and just want to use lightning but in default effect that XNA create we should do texture mapping or the model appears 'RED', because of this lines of code in the effect file: float4 PixelShaderFunction(VertexShaderOutput input) : COLOR0 { float4 output = float4(1,0,0,1); return output; } and if i want to see my model (appear like when i use basiceffect) must do texture mapping by UV coordinates. but my model does not have UV coordinates assigned or its UV coordinates is not exported. and if i do texture mapping i got error. (i do texture mapping by this line of code in vertexshaderfunction and other necessary codes) output.UV= input.UV i have many of this models and want to work with them.(my models are in .FBX format) when i use Bassiceffect i have no problem and model appears correctly. how can i use "just" lightnings in my custom effects? and don't do texture mapping (because i have no UV coordinates in my models) and my model be look like when i use BasicEffect? if you need my complete code Here it is: http://www.mediafire.com/?4jexhd4ulm2icm2 here is inside of my Model Using BasicEffect http://i.imgur.com/ygP2h.jpg?1 and this is my code for drawing with or without BasicEffect inside of my draw() method: Matrix baseWorld = Matrix.CreateScale(Scale) * Matrix.CreateFromYawPitchRoll(Rotation.Y, Rotation.X, Rotation.Z) * Matrix.CreateTranslation(Position); foreach(ModelMesh mesh in Model.Meshes) { Matrix localWorld = ModelTransforms[mesh.ParentBone.Index] * baseWorld; foreach(ModelMeshPart part in mesh.MeshParts) { Effect effect = part.Effect; if (effect is BasicEffect) { ((BasicEffect)effect).World = localWorld; ((BasicEffect)effect).View = View; ((BasicEffect)effect).Projection = Projection; ((BasicEffect)effect).EnableDefaultLighting(); } else { setEffectParameter(effect, "World", localWorld); setEffectParameter(effect, "View", View); setEffectParameter(effect, "Projection", Projection); setEffectParameter(effect, "CameraPosition", CameraPosition); } } mesh.Draw(); } setEffectParameter is another method that sets effect parameter if i use my custom effect.

    Read the article

  • Cocos2d/Cocos2d-x Attaching an arrow (sprite) to another body sprite (person)

    - by Satchmo Brown
    I am trying to set up a simple bow and arrow game. When the arrow hits the enemy body, the arrow's body is deleted and the arrow sprite continues to update, keeping the position correct in relation to the enemy it hit. Picture an arrow sticking into a body and that body still rotating and moving. My problem is that the rotation is completely wrong when the enemy rotates. I know how to do this in 3d with matrix transformation but I can't seem to figure it out in 2d with Cocos. Here is my method. I save offset at which the arrow hit the enemy. Every frame, I make the rotation of the sprite match the rotation of the enemy. Then, I apply the offset I took initially which is where the arrow hit the enemy. When they rotate, they rotate about their respective anchors and I am wondering if I need to set the anchor of the arrow to the center of the sprite. Does anyone know of an easy way to do this. If not, I will try to create an algorithm where the anchor is set to the offset divided by the width and height of the sprite image hopefully giving me the correct anchor values. Then I assume I need to reposition the sprite. Does anyone have a simpler way to do this?

    Read the article

  • Thick models Vs. Business Logic, Where do you draw the distinction?

    - by TokenMacGuy
    Today I got into a heated debate with another developer at my organization about where and how to add methods to database mapped classes. We use sqlalchemy, and a major part of the existing code base in our database models is little more than a bag of mapped properties with a class name, a nearly mechanical translation from database tables to python objects. In the argument, my position was that that the primary value of using an ORM was that you can attach low level behaviors and algorithms to the mapped classes. Models are classes first, and secondarily persistent (they could be persistent using xml in a filesystem, you don't need to care). His view was that any behavior at all is "business logic", and necessarily belongs anywhere but in the persistent model, which are to be used for database persistence only. I certainly do think that there is a distinction between what is business logic, and should be separated, since it has some isolation from the lower level of how that gets implemented, and domain logic, which I believe is the abstraction provided by the model classes argued about in the previous paragraph, but I'm having a hard time putting my finger on what that is. I have a better sense of what might be the API (which, in our case, is HTTP "ReSTful"), in that users invoke the API with what they want to do, distinct from what they are allowed to do, and how it gets done. tl;dr: What kinds of things can or should go in a method in a mapped class when using an ORM, and what should be left out, to live in another layer of abstraction?

    Read the article

  • XNA Skinned Animated Mesh Rendering Exported from Maya

    - by Devin Garner
    I am working on translating an old RTS game engine I wrote from DirectX9 to XNA. My old models didn't have animation & are an old format, so I'm trying with an FBX file. I temporarily "borrowed" a model from League of Legends just to test if my rendering is working correctly. I imported the mesh/bones/skin/animation into Maya 2012 using an "unnamed" 3rd-party import tool. (obviously I'll have to get legit models later, but I just want to test if my programming is correct). Everything looks correct in maya and it renders the animations flawlessly. I exported everything into a single FBX file (with only a single animation). I then tried to load this model using the example at the following site: http://create.msdn.com/en-US/education/catalog/sample/skinned_model With my exported FBX, the animation looks correct for most of the frames, however at random times it screws up for a split second. Basically, the body/arms/head will look right, but the leg/foot will shoot out to a random point in space for a second & then go back to the normal position. The original FBX from the sample looks correct in my program. It seems odd that my model was imported into maya wrong, since it displays fine in Maya. So, I'm thinking either I'm exporting it wrong, or the sample code is bad & the model from the sample caters to the samples bad code. I'm new to 3D programming & maya, so chances are I'm doing something wrong in the export. I'm using mostly the defaults, but I've tried all 3 interpolation modes (quaternion, euler, resample). Thanks

    Read the article

  • What to do when you're the interviewer and you don't like your job?

    - by emcb
    I'm in a sorta strange predicament, and I could use some advice. When I was interviewing for my current job, the job description I was given seemed pretty darn nice to me. Without going into the details, the job hasn't quite turned out the way it was advertised. The company is great and takes care of its employees, but for someone who cares about the code they write and the work they do, it's a bad environment - effectively, we operate between 0.5 and 1.0 on the Joel test, and due to political issues we're not going to move beyond that any time soon. Bitter? Maybe. OK...so I'm in the market for a new job. But that's not where my dilemma is. The problem that I see coming is that I will be participating in interviewing some candidates for a position on my team, and I'm not sure what to do. I've heard through the grapevine that we have some really solid, promising, fresh-out-of-college prospects coming in to interview, and I honestly dread the thought of somebody having their first experience of engineering in this department. So I'm wondering: what should I do if/when the interviewee asks me "Do you like your job?" (no) "What kind of projects would I be working on?" (mostly static HTML/CSS changes) Anything else that would elicit a negative answer if told truthfully Do I tell the truth, to give the candidate a real picture of the job? What if this scares them away, and what if it gets blamed on me? Do I fib or lie, saying we work on exciting projects with lots of flexibility, like the pitch my boss will give when the reality is quite different? Should I feel any kind of moral responsibility to let a promising young developer know that this isn't the job for them, or should I shut up and be loyal 100% to the company? Any approaches or advice is appreciated. I hope I don't come across as overly dramatic - I honestly struggle with this question.

    Read the article

  • Java SE 6 Update 23 is released!

    - by [email protected]
    Java SE 6 Update 23 includes the following key changes: Java VisualVM 1.3.1 introduces the following features and enhancements:           o Added Java version and vendor information to the application Overview view           o Built on NetBeans Platform and profiler 6.9.1 Swing JMenuItem Corrections for right-to-left languages           o Non-default alignment and text orientation for the menu items in Swing have been fixed           o The position of the icon and the text where text used to overlap the icon in a menu item was corrected           o All platform Look and Feel configurations will now handle menu items in right-to-left language situations. Updated HotSpot 19 JVM Engine with improvements to overall performance and reliability. Additional Languages support in SuSE Linux Enterprise Server 10 and 11 on Chinese(Simplified), Chinese (Traditional), Japanese, and Korean locales. Supported system configuration, check - http://java.sun.com/javase/6/webnotes/install/system-configurations.htmlSee Release Notes for additional details.

    Read the article

< Previous Page | 221 222 223 224 225 226 227 228 229 230 231 232  | Next Page >